Countering the zerg is all well and good.
But when people start using aoes as the go to ability even in small groups or 1v1 then something is wrong.
I don't think the target cap is a great idea but i also dont believe in these cookie cuter aoe builds that excel in any situation. So i am against aoe spam but aslo against zerging.
The dacoc spreading out makes sense and i have a fine idea to enforce it.
IDEA
Remove target caps of aoe.
Reduce damage of aoe by a %, could be anything. Lets say 25% of the current.
If you hit 3 targets you do double damage to each.
4 targets triple damage.
5 targets quad damage. (same as now)
6 targets 5x damage.
7 targets 6x damage.
8 targets 7x damage.
9+ targets 8x damage. (or double the current damage)
This way dedicated aoe builds have a place to counter zergs while removing the whole concept of AOE SPAM VS EVERYTHING.
Countering the zerg is all well and good.
But when people start using aoes as the go to ability even in small groups or 1v1 then something is wrong.
I don't think the target cap is a great idea but i also dont believe in these cookie cuter aoe builds that excel in any situation. So i am against aoe spam but aslo against zerging.
The dacoc spreading out makes sense and i have a fine idea to enforce it.
IDEA
Remove target caps of aoe.
Reduce damage of aoe by a %, could be anything. Lets say 25% of the current.
If you hit 3 targets you do double damage to each.
4 targets triple damage.
5 targets quad damage. (same as now)
6 targets 5x damage.
7 targets 6x damage.
8 targets 7x damage.
9+ targets 8x damage. (or double the current damage)
This way dedicated aoe builds have a place to counter zergs while removing the whole concept of AOE SPAM VS EVERYTHING.
I don't like your idea. That would be a massive buff to AOE.
There is another.
Let AOE abilities have a fixed damage pool. No max target limit. Simple ruleset: The more target you hit the less damage you do to a single target. Your fixed dps get evenly distributed among targets hit. For well ironed AOE balance ZOS adjusts each AOE ability max damage step by step alowing a well ironed AOE balance in PvP and PvE.
...or implement collision detection in PvP to avoid zerg blob!
bat swarm wont get hit by that aoe cap "fix" .. and why should it? imbalanced?
shame on you zenimax, for not making this your VERY first priority of balancing
Rev Rielle wrote: »Yes, it should. It's nonsensical.
With no AoE cap, PvP should have player collision and friendly fire. In fact they should have those things anyways. The eight know Cyrodiil is big enough to support such.
GW2's little RVR zone, with its little keeps and towers, probably needs the AOE cap as there's not a whole lot of positioning space. Stuff like arrow carts could murder whole raids without it.
I don't see that as being relevant to ESO PVP, where chokes can be bypassed for the most part, and simple positioning actually adds to the tactical element of group combat because it encourages maneuvering.